Journal
APPLIED SCIENCES-BASEL
Volume 11, Issue 21, Pages -Publisher
MDPI
DOI: 10.3390/app112110082
Keywords
angular jerk; augmented reality; virtual reality; usability; signal detection; ergonomics; fatigue; virtual environments; human factors; signal analysis and processing
Categories
Funding
- National Science Foundation [1840044]
- Direct For Computer & Info Scie & Enginr
- Div Of Information & Intelligent Systems [1840044] Funding Source: National Science Foundation
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This study proposed a new method for evaluating levels of angular jerk in AR and VR, and found that the use of AR augmentations led to a decrease in users' angular head jerk. However, the conclusions should be approached with caution due to the novel analysis method and methodological limitations.
In this work, we propose a convenient method for evaluating levels of angular jerk in augmented reality (AR) and virtual reality (VR). Jerk is a rarely analyzed metric in usability studies, although it can be measured and calculated easily with most head-worn displays and can yield highly relevant information to designers. Here, we developed and implemented a system capable of calculating and analyzing jerk in real-time based on orientation data from an off-the-shelf head-worn display. An experiment was then carried out to determine whether the presence of AR user interface annotations results in changes to users' angular head jerk when conducting a time-pressured visual search task. Analysis of the data indicates that a decrease in jerk is significantly associated with the use of AR augmentations. As noted in the limitations section, however, the conclusions drawn from this work should be limited, as this analysis method is novel in the VR/AR space and because of methodological limitations that limited the reliability of the jerk data. The work presented herein considerably facilitates the use of jerk as a quick component measure of usability and serves as an initial point off which future research involving jerk in VR and AR can be performed.
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